| This document provides detailed information on the different messages that are within Day of Defeat | |||||
| Written by Geesu (Pimp Daddy) | |||||
| Messages | ID | Args | Argument Order | Description of Arguments | Notes |
| AmmoPickup | |||||
| AmmoShort | |||||
| AmmoX | 87 | 2 | byte, byte | ||
| BloodPuff | 3 | coord, coord, coord | 1: X, 2: Y, 3: Z | Coordinates of where to create a BloodPuff | |
| CameraView | |||||
| CancelProg | |||||
| CapMsg | 3 | byte, string, byte | |||
| ClanTimer | |||||
| ClCorpse | 10 | string, coord, coord, coord, angle, angle, angle, byte, short, byte | |||
| ClientAreas | 3 | byte, byte, string | 1: Unknown, 2: Unknown, 3: Sprite Path | This message is called when an icon is shown on your screen, like when you walk over an objective. An examples of the 3rd argument would be: sprites/mapsprites/caparea.spr. The 2nd argument is usually -1. | |
| CurMarker | |||||
| CurWeapon | 3 | byte, byte, byte | |||
| DeathMsg | 3 | byte, byte, byte | |||
| Frags | 2 | byte, short | |||
| GameRules | 2 | byte, byte | |||
| HandSignal | |||||
| Health | 1 | byte | |||
| HideWeapon | 1 | byte, byte | |||
| HLTV | 2 | byte, byte | |||
| HudText | 2 | string, byte | 1: Text to send, 2: Flag | If the flag is 1 then the message will be shown, if it's 0 it will not be shown. ANY Text can be sent through this message (unlike the CS/CZ version) | |
| InitHUD | |||||
| InitObj | 27 | short, byte, byte, byte, byte, byte, byte, coord, coord, short, byte, byte, byte, byte, byte, byte, coord, coord, coord, byte, byte, byte, byte, byte, byte, coord, coord | |||
| MapMarker | |||||
| MOTD | |||||
| Object | |||||
| ObjScore | |||||
| PClass | 2 | byte, byte | |||
| PlayersIn | 4 | byte, byte, byte, byte | |||
| ProgUpdate | |||||
| PShoot | |||||
| PStatus | 2 | byte, byte | |||
| PTeam | 2 | byte, byte | |||
| ReloadDone | |||||
| ReqState | |||||
| ResetHUD | |||||
| ResetSens | 0 | NO ARGUMENTS | |||
| RoundState | 1 | byte | 1: Flag | Flag values: 3 = Allies Win, 4 = Axis Win, 5 = Draw | |
| SayText | 2 | byte, string | 1: Message Destination, 2: Message | ||
| Scope | 1 | byte | |||
| ScoreInfo | 7 | byte, byte, byte, byte, byte, byte, byte | |||
| ScoreInfoLong | |||||
| ScoreShort | 5 | byte, short, short, short, byte | |||
| ScreenFade | 7 | short, short, short, byte, byte, byte, byte | 1: Duration, 2: Hold Time, 3: Fade Type, 4: Red, 5: Green, 6: Blue, 7: Alpha | ||
| ScreenShake | 3 | short, short, short | 1: Amount, 2: Duration, 3: Frequency | ||
| ServerName | |||||
| SetFOV | |||||
| SetObj | 3 | byte, byte, byte | |||
| ShowMenu | |||||
| Spectator | 2 | byte, byte | |||
| StartProg | 3 | byte, byte, short | |||
| StartProgF | |||||
| StatusValue | 1 | byte | 1: Amount | This one byte contains the health of the player that is being spectated | |
| TeamScore | 2 | byte, short | 1: Team ID, 2: Score | ||
| TextMsg | |||||
| TimeLeft | 1 | short | 1: Timeleft | ||
| TimerStatus | |||||
| UseSound | |||||
| VGUIMenu | |||||
| VoiceMask | long, long | ||||
| WaveStatus | 1 | byte | |||
| WaveTime | 1 | char | |||
| WeaponList | |||||
| WeapPickup | |||||
| Weather | |||||
| YouDied | |||||
| Other valuable DOD Coding Information Regarding Messages: | |||||
| Trying to determine who a certain player is spectating? | |||||
| Register this: register_event("StatusValue","on_StatusValue","b") | |||||
| And here is the on_StatusValue function: | |||||
| public on_StatusValue(id){ | |||||
| new targetid = entity_get_int(id, EV_INT_iuser2) | |||||
| if( targetid == 0 ) | |||||
| return PLUGIN_CONTINUE | |||||
| // Do Stuff here | |||||
| return PLUGIN_CONTINUE | |||||
| } | |||||
| Note: Even though StatusIcon isn't registered as a message, it is possible to register this message (I lost the code to do this, but I have done it) | |||||